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DC_235

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A member registered Jun 28, 2020 · View creator page →

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Short but I liked the build up with the rat becoming more unhinged as it progresses and hearing him just slowly behind you during the chase sequence.

Not really a huge fan of the backrooms mythos myself personally, but as a game this was neat. The limited vision in darkness really adds to the tension and it's a little unsettling hearing her scuttle around. The vignette on lack of stamina is a nice touch too.

I didn't get very far, wasn't really sure what to do but the atmosphere is nice and spooky in terms of visuals and audio. I also liked reading the notes trying to piece together a story of some religious cult or order.

Very nice. Just me personally, but the movement and sprint speed was a little slow. I also had to restart the game a few times as I got softlocked. 

  1. First falling down the cliff between some buildings in the second area. 
  2. (I don't think I can add spoiler tags in itch.io? So apologies and SPOILER WARNING for anyone who hasn't played the game.) After the boss fight you can fall back into the arena, but you can't interact with the ladder to get back up. The boss fight also dragged on a bit too much to me. But other than that it was well done with hearing it scuttle about and catching glimpses between the debris.

A few people also pointed this out and me too, I wasn't quite sure where to go or even that I could interact with certain objects until trying to press E on something. Maybe an interact prompt?

The droning ambience was nice to set up atmosphere. Nice looping level design and retro aesthetics. And good set up for the horror.

Nice Halloween theme with the enemy designs, the pickups being from sweets and candies. I really like how they're giant and just get dropped down after each wave. Less horror, but more goofy Halloween vibes.

Nice PS1 aesthetic too and also gave me quake vibes.

I understand you were limited by the week timeframe for the jam. If possible, I think this game could be expanded with more enemy types and weapons.

But very nice overall.

Made within 3 days for Screamjam 2024. Very short sort of intro/prologue to what could be a larger game.

Sorry, I was too pressed for time so no audio, or menus. I only had 3 days to work as I was busy when the jam started, so I was unable to work on it until about halfway through the jam.

Please use ALT + F4 to close the game. Sorry, like I said, I was super pressed for time :/ The idea for this was to make a sorta "hardcore" game. With UI elements kept minimum, such as the ammo count, tying the flashlight to the weapon so reloading, melee etc affects your light etc.

Any third party/non original assets used are mentioned in a .txt file included with the zip.

Controls

KeyAction
WASDMove
ShiftSprint
Left Alt
Walk
Left Control
Crouch
MouseAim/Look
Left click
Shoot
Right click
Ironsight
RReload
QMelee
EInteract/Use
TAmmo Check
FFlashlight
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Thanks for playing, would've loved to add other weapons, but I prioritised making more missions. Also I'd need to make a new "animation" of it with both arms up for two different guns. But I'm honestly not sure if I could as stupid as it sounds haha. Let me explain. So the mechs are still the same from the original project I worked on with a friend. He did the modelling and "animation". It took a few mins for me to import them into blender, and slowed down the program considerably. The bone structure also looked a little messy. My friend also said it took him a few minutes to export from Maya, with it locking up his system/program. The models aren't particularly complex, same with the how the skeleton should be, but honestly idk what the hell my friend did when he made them originally for them to act like that in 3D software haha.

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Hey thanks for playing. Yeah a fellow Ace combat fan! I just noticed the Galm patch on the pilot in your pfp. Off topic to the jam but do you play on PC? I play Ace combat 7 on PC but I went kinda hard in PvP. As in I'm one of those guys who can fly backwards lol. So idk how it'd be if we were to 1v1. I'm far from being top dog in AC7 PvP, but I'd say I'm kinda good at the game talking about the player base as a whole. Just saying cause I don't wanna seal club or something haha.

I digress. Aside from Ace Combat, the Armored core series was also a big inspiration for my game. I see considerable overlap between both fanbases, myself included. I actually found Ace Combat through Armored Core players talking about it haha. Not quite sure what you mean? There is a boost system in the game originally even from when I first submitted it. Left shift while moving to boost. There's also a quick boost with left control + direction to gain a sudden burst of speed for dodging. If you played the whole game without using either, then the energy bar on the left must've seemed pointless to you haha.

I would've made a tutorial mission with controls and game mechanics/systems, but no time and I feel like most players would just skip a tutorial anyways.

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I like the upgrade system and a choice between slow and heavy mecha, fast but fragile, and a balanced mecha. Nice low poly art style that is consistent even with third party assets. General movement feels slow and floaty with the jump/falling though, even with the light mecha. Could probably do with some VFX like for dashing maybe? Personally would prefer to fight enemy mecha that shoot back, dodge etc. rather than spheres that beeline towards you but very nice project overall!

Movement feels very nice with wall running and dashing. Felt like a mix of Titanfall and Hawken to me. Nice feel with the sound effects while moving and camera shake. Some stuff like no sound or VFX for taking/dealing damage, dashing, print screen messages etc. Not sure if you wanted to incentivise melee more as well, but the gun reload feels too slow to me. The VFX that are there and graphics are nice however! Overall very nice and has a lot of potential!

Not sure if you're aware, but if you package your unreal project in shipping mode, that disables any print screen messages, as well as the developer console.

Mech designs are cool. I like the feel of the dashing and evasion with it, but general movement feels a little floaty in a bad way. Levels feel a bit empty and dead without ambient sound or music but I really like the environment and level design. It was cool to somewhat know what was coming from shadows cast by enemies, and the boss fight at the end was fun.

Hey a fellow Armored core enjoyer! I imagine there's probably quite a few here though seeing how its a mecha themed jam and it being a prominent mecha franchise haha. Armored core was also one of my main inspirations with my project.

Not really much to it, but I understand that this is just a prototype and proof of concept. Rather accurate to Armored Core For Answer, my favourite in the series. You even got quick boost chaining as a mechanic! I tried to implement that in my own game with it's quick boost too. I'm sorry to say that I can't rate this highly at the moment, but would be nice to see this expanded and is a good foundation for something!

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Hey a fellow Armored core enjoyer! I imagine there's probably quite a few here though seeing how its a mecha themed jam and it being a prominent mecha franchise haha. Armored core was also one of my main inspirations with my project.

Defintely got an AC feel with the movement. I ran into a bug where the melee stopped working? No animation, but the sound effect still played. I feel like the combat could do with a lock on system, and more impact/feel with doing damage. But good considering this is your first attempt at a jam! (Idk if this is your first time making a game in general though).

I also like the surreal feel given by the environment and visuals, and the music.

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Thanks for playing. I'm confused? There is both a normal boost movement to move faster (left shift) and a quick boost that gives a sudden burst of speed for dodging (Left ctrl + movement direction). This is already within the game when I uploaded originally, I.e. I didn't update the game to add it later.

Thanks for the feedback for quality of life and other features which I may have overlooked.

Ah that's unfortunate. You've played some of my entries for the previous mechjams before which run on unreal engine 4. Is your PC unable to run unreal engine 5, which this project runs on?

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Really short game but still fun to try and improve score (My best was 19.0009 no slow mo, 9.756 with slow mo). Movement and sound feels solid. I like the cockpit view too. Would like to see this expanded as an FPS game with enemies.

Movement feels a little slow to me but that's probably just because I prefer fast moving mecha like in armored core. It really conveys the feel of being in a mech though! I don't know how to describe it but the audio is really rough, like the audio quality or something. The red laser weapon in particular is egregious. I like that the game gives you a choice of third person or first person! Mouse sensitivity felt a little low to me however.

I'm not huge on fighting games but this one was fun! Cute character designs and the retro aesthetic was nailed. I like the presentation too with the music stings and animations.

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Dodging the rapid firing missiles while flying with the jet pack really gave me the itano circus feel. I like the low poly aesthetic too

Not sure if it's cause I just suck, but controlling the mech felt rather hard and slippery. But cool concept! The blurry textures, jagged edges and low poly makes me think of N64 games and old mech games like Slave zero or Shogo (I've never played either haha but I've seen them and heard of them.) Nice presentation. Defintely potential for something here.

Neat aesthetic/graphics with 2D sprites in a 3D perspective! And I like the idea of having to pick and fight multiple different enemies. As other's have pointed out, the lack of fullscreen. This also caused issues when my mouse moved off the window as well as hit detection feeling a little wonky to me. But cool project regardless!

Cool aesthetic with the shading and I like the mech design! Probably just a problem with me, but the game got a bit frustrating at the end hunting for the last generator after taking out all defenses. As someone else mentioned, game was flagged by my anti-virus though (Avast), with the .exe quarantined instantly. I had to move it to an location where I had an exception just to run it. A little short but sweet.

Short game without much, but cute concept!

Cute 2D side scroller with retro/old PC feel. I'm personally not a huge fan of old PC aesthetics (the colours kinda hurt my eyes) but good job recreating that retro aesthetic. Did find some of the control a bit awkward like collision detection while moving, the gravity lifts were awkard to jump between, and shooting direction feels unreliable while jumping. But very impressive considering this was done in 6 hours!

Not huge on tower defense games or RTS games so I can't say much but this is kinda neat. Being able to reposition my mech is interesting compared to most other tower defense games.

A lot of flavour text that is cute and adds character! A nice mix of 2D and 3D with the JRPG esque overworld and third person shooter style battles. Probably a problem on my end, but the 3D battles froze for a short while everytime I shot.

Cute theme of it being based on model building, as a model builder myself l like it haha, like the project cover art. A collection of minigames that reminded me of the warioware games. Personally felt like there wasn't much, but varied mini games and a cute little project!

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Hi thanks for playing. The original mech jam 4 submission was just the survival mode. So this update that was a sole project (the original was a 2 man team), are the added missions and some polish and UI changes.

Sorry man, I'm unable to compile a linux version. Unreal engine also doesn't support web play. You're going to have to finda way to run the windows version if you wanna try it sorry.

*Entry is built upon an old project for mechjam 4, with permission from the host, and with lots of new added content. Original project was a two man team, but solo project for all the work done here aside from mentioned third party content.

Putting here as not sure where else to put it.

Animation and art is nice and charming with that retro vibe. The gameplay is interesting with turn based platforming but I think it causes some bugs or issues? Such as when your movement turn ends but your mech still moves or is on a conveyer belt/slides off etc. Unless that is intended? I.e. you have to be careful how much you move? Additionally, killed enemies still had their turn even if they did nothing.

The tutorial was a bit confusing to me, controls weren't really explained nor the UI. A lot of loading screens too. I didn't get very far but interesting project.

Yeah pretty much

Here's a recording of it

Standard movement feels a bit slow for me personally but the animation is nice and feels weighty. Enemies felt a bit spongey to me and I'd like if I could hold to shoot instead of clicking rapidly.  Visuals are nice with that retro PS1 look, and as I mentioned, animations are very nice. I like the variety of locations.

Minor Bug? I had with the teleporter. I'd move onto it while holding forwards and it'd automatically orient me to face the other way and I'd walk off before I could select something. So I had to slowly and carefully land on it everytime.

UI is nice and I like the roguelite elements and with permanent upgrades so you still gain something.

Seems a bit unfinished? With the lack of ambient sounds and music, unbuilt lighting message, being able to fly through the environment, placeholder assets? etc. The camera angles and movement is cool but can be a bit jarring, especially when it turns sharply almost imediately after an enemy group appears. Shooting and locking on feels nice and the mecha spaceship is cool. The VFX is also pretty cool, like the missile trails, particle effects etc.

Neat project, and it'd be cool to see this fleshed out more.

At the start of every level I was hit by a really loud shot sound, and in levels the enemy shot sounds are very loud relative to everything else.

Doesn't seem like I can really dodge and shoot enemies at the same time as moving throws my shots off, but staying in front of an enemy means I get hit.

Like the mecha design and music though and being able to do spins and flips is fun.

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Interesting visuals. Picking up weapons and leg parts from downed enemies is neat, like salvaging parts from wrecks.

As another mentioned, I had a bug in the 2nd level where the audio kept switching from the left and right channels which was rather uncomfortable. Didn't see a huge difference or a difference at all with changing legs? A few sound effects, such as this high pitched one, were a bit grating to me.

I had another issue with the camera, where it seems like the camera goes through the wall behind me or the ground when aiming up usually. Some of the NPCs also seemed to be stuck/inactive. Even while approaching them and shooting at them.

I don't feel armored core too much but the opening text and music captured that feel.

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Thanks for playing. Yeah, the laser rifle one shots enemies except from aces who spawn in later waves randomly, with the downside of a longer reload and lower mag capacity. I believe I made the enemy spawns random within a designated area. I suppose in hindsight maybe making them spawn around the player randomly instead might work better.

Thanks for that too! Making the enemy AI move in 3D space is new to me since the built in unreal engine AI navigation doesn't work in 3D space, and making a friendly AI is a first for me also.

Love the dashy movement style. Feels great to close in on enemies with it, really gives the "anime mecha pilot" feel and reminds me of Armored Core For Answer when I try blading in that. Mechs look cool and I like the frosty planet. Seeing enemy mechs go flying coupled with the slap sound when you hit them is satisfying and hilarious.

A little confused on the gameplay though? Doesn't seem like you can really die (I didn't test it but I got hit quite a bit in a playthrough) and there isn't really much point in killing the enemies aside from the giant boss?

Some jank (default placeholder cubes?), mainly with the camera and I'd have liked some ranged options but cool project overall